: The last level of the scenario, and it's a bit of a mixed bag. It's got some
: great areas and some great ideas, but it makes too many small mistakes and
: forces you to retrace your steps far too much.
I have to agree with you that there was a lot of running back and forth on this level (particularly for me, as I was constantly headed for the nearest shield recharger), and where I could go next occasionally became a little hard to remember.
However, I did find myself enjoying the gameplay in between running back and forth. It's been quite a while since I played this particular scenario, but as I replayed it, old memories kept coming back. As I said at the beginning, the writing in the terminals is nothing special. In there place, though, there were entertaining touches like the switches that retracted to provide windows overlooking the bridges to the central core.
: However, this level has far too many small yet annoying quirks that damage
: the experience of playing it. The squadron of Bobs tends to clump up in
: the starting hallway, making going in and out of the assault raft
: difficult (until, of course, you kill them).
I was only playing on Normal, but "my" squadron got wiped out by the Pfhor pretty much in the first moments...
: Aside from that, the combat is usually pretty fun (if difficult). There are
: quite a lot of juggernauts, but also a ton of rockets in a secret in one
: of the storage bays. I'm playing with the original Marathon 2 Pfhor
: textures, arguably the worst official texture set in all 3 of the games,
: but the level still looked pretty good, through its use of lighting and
: polygons.
The texturing touch I enjoyed the most was in the cargo bay with the cache of rockets, where there's a "half" crate with a top texture that corresponds to the cutouts of the textures on its side. I found it a simple but effective way to add a note of interest.